It is no secret that I am a huge fan of ALL editions of D&D. I have played them all, and all to a significant degree. But my start, and in many ways, my true love is Basic D&D. B/X flavor in particular. With the D&D Rules Cyclopedia now out in POD I am going to take some time to go back and play some of the D&D that I played the least; BECMI.
I have had some ideas for various "Basic" games over the years. I want to take my 4e Campaign and reboot that as a BECMI one, but instead, I morphed it into a 5e one. I still want my War of the Witch Queens to be a B/X adventure, but it really could become a BECMI one since I really would love to take advantage of all 36 levels that BECMI offers me. But in truth, I had no idea what I wanted to do until this morning.
A couple of posts on Facebook in various "old school" groups has new players, maybe ones more familiar with Post-TSR D&D, lamenting that Magic-Users/Wizards only get one spell at 1st level.
While this is familiar ground for old-school gamers, I do sympathize with these players.
Some of this for me goes back to the 4th Edition games. In 4e a 1st level wizard is quite competent with a number of spells they can use right off the bat. In a way, it is what you would expect from a graduate from a magic school. But in other ways, it also makes a less compelling "story". 4e Wizards might be closer to Harry Potter, or Harry Dresden, but they are not close to the Luke Skywalker model of the new adventurer with plenty talent but no training.
This train of thought got me thinking about Basic and BECMI in particular as a means to "grow into" 4e. A lot of my analysis was on how much magic and "Combat power" a single wizard has from levels 1 to 6 in BECMI and compare that to 4e. The goal was to have levels 1 through 6 to be training and then levels 7 to 36 map roughly onto 4e's levels 1 to 30. The math is not perfect, as to be expected, but there is enough wiggle room that I liked it.
Well. I am not doing 4e now. But the idea of levels 1 to 6 as "training levels" still appeals to me.
So my plan now is this. I am going to create a magic school (long overdue really) and the characters are all magic users. They enter the school at age 13 at level 1 and spend the next six years working towards graduation witch each year being the next level. They will graduate at age 19 at level 7 to start adventuring.
I have a lot of ideas of what needs to happen, but I also need to figure out how to fill up 80,000 xp worth of experiences that fit with a school environment. Along the way, they can pick up specialties (Necromancy, Enchantment and so on). Students will take classes in languages, finger position, and diction in addition to ones on Magical Theory and Thought. I also see students working on magic items and potions. This is where all those magic items and cursed items come from.
I am also going to borrow heavily from The Complete Wizard's Handbook for 2nd Ed. I am also going to borrow some ideas from theGlantri books, GAZ3 The Principalities of Glantri (Basic) and Glantri: Kingdom of Magic (2e).
I *might* even set it all in Glantri, but I am also kind of wanting to set in my new campaign setting of West Haven. Setting it in Glantri though has a lot of appeal to me.
Obvious sources for this are the Harry Potter books and movies, but also the Magicians books and TV series, the Magic schools from Charmed and Wizards of Waverly Place, various comics like the X-Men and Teen Titans and Miskatonic University.
I am going to give this one some serious thought, there is also so much material for this out there.
Tuesday, February 13, 2018
Thursday, February 8, 2018
This Old Dragon: Issue #177
Ok. I will freely admit that this one was third on my stack of Dragons. But in my defense, the first one was a duplicate of one I had done back in December and the second one just was not grabbing my attention today. So let's sit back, relax, put on some Nirvana as we go back to January 1992 with Issue #177 of This Old Dragon.
Ok. I have no memories of this issue really at all. In 1992 I was working on getting into grad school and finishing up my first published works of research. I was heavy into Ravenloft as my game setting of choice for 2nd ed AD&D, but I had also been exploring other games. I was hearing rumors from a friend of a friend about this new Vampire game and how White Wolf was going to eat TSR.
Going on from this I have NO memory of this cover at all. I am not sure how well a woman in a cage with leering "Dungeon Master" would go over today. I am also unfamiliar with the artist, William
Carman.
Notably this issue still has it's cover on it.
How can you tell this is an early 90s magazine? Big advertisement for Waldenbooks. Pour a little out for Waldenbooks and Borders.
Looking over the Table of Contents it appears the special feature is DM advice. Ok, let's jump to it!
In Letters, we get one ripped right out of today's social media, DM's Dilemma Fee or Free? A reader writes in wanting to know if he should charge for running games. The author, whose name was withheld, points out that he (assuming it's a he) has spent thousands of dollars on game material and that prep time is also that, time he is spending that the players are not. The response to this feels less from Dragon and more from TSR, Inc. I would love to reproduce the whole thing here, not only for the advice but for the snapshot in time this was. Needless to say, TSR takes (took) a rather dim view on the idea of DM's charging for games. This is also the only thing I have read that resembles official policy on the issue from the time. I would wager that WotC is a little more even-handed on this than TSR was, but I have not read a current policy on this.
What are your thoughts on DM's charging for games?
Roger Moore talks about "Kinky" games. Meaning odd or weird games, based the interoffice slang "kinky" meaning weird. He talks about Metamorphosis Alpha, Lace and Steel and Bunnies and Burrows. Interesting story here. Before I got really involved in blogging I was a Wikipedia Editor. Still am in fact, but not as active as I once was. One of the articles I worked on was the Bunnies and Burrows entry on Wikipedia. In fact, I was one of a few editors who worked on it to get it to Good Article status. Apparently, this made me and my fellow editors eligible for a grant from some large Furry research and advocacy group (yes, there are such things) and I was offered money for my work. I was a little shocked to be honest. I was also still in hardcore academic frame of mind then and did not want to take money for this work, so I had them donate the money to a charity of their choice.
In our DM's section we have Jim Shamlin up first with Keeping the Party Going. I was hoping for some edition-agnostic advice and I am pleased so far. He covers the various ways a party can get togehter and stay together. Like I said there are a lot of good ideas here and all can be used with any system, not just D&D. I am new school enough though that I want the players to tell me why the party is together. What are their reasons they are joining forces.
Thomas M. Kane has a interesting article on technology and scientific advancements in That's Progress. The key feature of this article is a condensed timeline of scientific and technological advancements in the world up to the 17th century and it is not entirely Western-focused.
In Secrets of the Masters Revealed, Michael J. DAlfonsi has us "apply fiction-writing techniques to game-campaign design". While this is good advice some of it can apply to players as well and works best in a system where the players have a little more agency in the game. Still such things as keeping a campaign journal (this is a great one and one I do all the time) and developing the personalities of the NPC (also something I do) adds a bit more fullness to the game. It also does nothing to change the idea that DMing is a lot of work!
Now we are getting to something very specific to AD&D and D&D prior to 2000.
In Defend Yourself, Blake Mobley tries to reduce some of the back and forth you see in the THAC0 based combat. The system he proposes is interestingly engough close, but still just this side of "not there yet" of the d20 combat systems of 3rd edition on. If he could switch the idea of armor class getting stronger if the numbers go up instead of down then his system work even better. Some sacred cows do need to be ground up into burger.
Up next is the Game Wizards. In this issue the D&D Rules Cyclopedia.
Steven E. Schend has the task to let us all know what the newest D&D book is like. There is a nice history on the development of the D&D game line with particular emphasis on the recent 1991 "Black Box" getting started game and a little more background on the BECMI sets of 1983 on. He refers to this book as "complete" and "exhaustive", but he also says it is not a radical change, so it is not a "2nd Edition".
I REALLY wish I had read this article back in the day when I was dismissing D&D (BECMI flavor) because I was playing the more "adult" AD&D. Yeah, yeah I was stupid. But I hope I have made up for that now.
Marcus L. Rowland is next with some more DM advice in "If I Ruled the World...", or how to deal with "Mad scientists, megalomaniacs, and their motives in gaming". A great read really on how to think like a megalomaniac. He gives some examples including some sample NPC (or sorts, broad strokes). For me, the value is getting into the head of your mad villian in order to think about how and why they do what they do. Whether you are Ming the Merciless, Lex Luthor or Dr. Evil you have to have your reasons and they need to make sense to you.
John C. Bunnell has some books include a few I remember. A couple in particular by Daniel Cohen (Encylopedia of Ghosts, Encylopedia of Monsters) were always great fun.
Nice big ad for the combined Gen Con 25 and Origins Game Fair in Milwaukee.
Lawrence Schick is up with a quiz based on his new book Heroic Worlds, a History and Guide to Roleplaying Games. I wonder if he still has it the quiz?
Part 24 of Voyage of the Princess Ark is up from Bruce Heard. Done up in a very "Gazeteer style" type article with some maps, data and letters included with the story. Still makes me want to collect all of these for a longer retrospective.
Skip Williams and Sage Advice is next. Lots of Dark Sun questions.
Role of Computers covers the State of the Art for 1992. Let's see...at this point in time I was either using a Tandy 1000 Ex that I got from sister in a trade. I bought her a Brother Word Processor, OR I was using this knocked together 286 I bought on one of the first grants I ever got for research. Likely that one since I in 92 I took an extra year of my undergrad to get a minor in Computer Science and I was learning to write code in Pascal and C. There is a review for Wing Commander. My roomate, who was getting a CS degree had one of the new-fangled 386 computers and he played that game all the time. I didn't even remember that till I saw a screen shot in this magazine.
(note the mildew coming off of this magazine is about to kill me. I need a break!)
Ok. Back.
So we have a lot of ads and the Convention Calendar for early 92. Sadly I missed the Egyptian Campaign at SIU Carbondale even though I certainly walked by it at least a few times. Remember I was trying to get into grad school at this point.
The Forum is way in the back of the magazine this time, well compared to where it normally has been.
The Marvel Phile is up this time by Scott Davis and Steven E. Schend with a collection of superwomen.
Chris Perry has an oddly placed D&D-themed article (odd since it is near the end after the Marvel stuff) Defenders of the Hearth. This deals with Halflings and their priests. While the game content is specifically AD&D 2nd Edition there is a lot here, most really, that can be used for every other edition after that. In fact, I might just copy it for my kids to use.
Ad for a GDW game coming out in the Summer of the 92 that they are calling a "break through" I am guessing it was for "Blood and Thunder" but I could be wrong.
Rare bit of topless mermaid in the fiction section, even if it is still firmly PG.
More high-tech equipment for GURPS Space.
Dragonmirth is next, but not at the end of the magazine! Don't really recognize any of these anyway.
Small ads.
A few pages of minis in Through the Looking Glass. The rest are for larger, full page ads.
Two close to my heart. The Rules Cyclopedia, which is my interest these days and Ravenloft Guide to Vampires, one of my favorite Ravenloft books.
So not an issue I have read until today, so I have no memory to compare it too.
It is an interesting issue though all the same. It looks like the Dragons I read as a kid, but there is a different feel. Of course the difference is only in me really. Still though plenty of good advice and a testiment that somethings never change.
Ok. I have no memories of this issue really at all. In 1992 I was working on getting into grad school and finishing up my first published works of research. I was heavy into Ravenloft as my game setting of choice for 2nd ed AD&D, but I had also been exploring other games. I was hearing rumors from a friend of a friend about this new Vampire game and how White Wolf was going to eat TSR.
Going on from this I have NO memory of this cover at all. I am not sure how well a woman in a cage with leering "Dungeon Master" would go over today. I am also unfamiliar with the artist, William
Carman.
Notably this issue still has it's cover on it.
How can you tell this is an early 90s magazine? Big advertisement for Waldenbooks. Pour a little out for Waldenbooks and Borders.
Looking over the Table of Contents it appears the special feature is DM advice. Ok, let's jump to it!
In Letters, we get one ripped right out of today's social media, DM's Dilemma Fee or Free? A reader writes in wanting to know if he should charge for running games. The author, whose name was withheld, points out that he (assuming it's a he) has spent thousands of dollars on game material and that prep time is also that, time he is spending that the players are not. The response to this feels less from Dragon and more from TSR, Inc. I would love to reproduce the whole thing here, not only for the advice but for the snapshot in time this was. Needless to say, TSR takes (took) a rather dim view on the idea of DM's charging for games. This is also the only thing I have read that resembles official policy on the issue from the time. I would wager that WotC is a little more even-handed on this than TSR was, but I have not read a current policy on this.
What are your thoughts on DM's charging for games?
Roger Moore talks about "Kinky" games. Meaning odd or weird games, based the interoffice slang "kinky" meaning weird. He talks about Metamorphosis Alpha, Lace and Steel and Bunnies and Burrows. Interesting story here. Before I got really involved in blogging I was a Wikipedia Editor. Still am in fact, but not as active as I once was. One of the articles I worked on was the Bunnies and Burrows entry on Wikipedia. In fact, I was one of a few editors who worked on it to get it to Good Article status. Apparently, this made me and my fellow editors eligible for a grant from some large Furry research and advocacy group (yes, there are such things) and I was offered money for my work. I was a little shocked to be honest. I was also still in hardcore academic frame of mind then and did not want to take money for this work, so I had them donate the money to a charity of their choice.
In our DM's section we have Jim Shamlin up first with Keeping the Party Going. I was hoping for some edition-agnostic advice and I am pleased so far. He covers the various ways a party can get togehter and stay together. Like I said there are a lot of good ideas here and all can be used with any system, not just D&D. I am new school enough though that I want the players to tell me why the party is together. What are their reasons they are joining forces.
Thomas M. Kane has a interesting article on technology and scientific advancements in That's Progress. The key feature of this article is a condensed timeline of scientific and technological advancements in the world up to the 17th century and it is not entirely Western-focused.
In Secrets of the Masters Revealed, Michael J. DAlfonsi has us "apply fiction-writing techniques to game-campaign design". While this is good advice some of it can apply to players as well and works best in a system where the players have a little more agency in the game. Still such things as keeping a campaign journal (this is a great one and one I do all the time) and developing the personalities of the NPC (also something I do) adds a bit more fullness to the game. It also does nothing to change the idea that DMing is a lot of work!
Now we are getting to something very specific to AD&D and D&D prior to 2000.
In Defend Yourself, Blake Mobley tries to reduce some of the back and forth you see in the THAC0 based combat. The system he proposes is interestingly engough close, but still just this side of "not there yet" of the d20 combat systems of 3rd edition on. If he could switch the idea of armor class getting stronger if the numbers go up instead of down then his system work even better. Some sacred cows do need to be ground up into burger.
Up next is the Game Wizards. In this issue the D&D Rules Cyclopedia.
Steven E. Schend has the task to let us all know what the newest D&D book is like. There is a nice history on the development of the D&D game line with particular emphasis on the recent 1991 "Black Box" getting started game and a little more background on the BECMI sets of 1983 on. He refers to this book as "complete" and "exhaustive", but he also says it is not a radical change, so it is not a "2nd Edition".
I REALLY wish I had read this article back in the day when I was dismissing D&D (BECMI flavor) because I was playing the more "adult" AD&D. Yeah, yeah I was stupid. But I hope I have made up for that now.
Marcus L. Rowland is next with some more DM advice in "If I Ruled the World...", or how to deal with "Mad scientists, megalomaniacs, and their motives in gaming". A great read really on how to think like a megalomaniac. He gives some examples including some sample NPC (or sorts, broad strokes). For me, the value is getting into the head of your mad villian in order to think about how and why they do what they do. Whether you are Ming the Merciless, Lex Luthor or Dr. Evil you have to have your reasons and they need to make sense to you.
John C. Bunnell has some books include a few I remember. A couple in particular by Daniel Cohen (Encylopedia of Ghosts, Encylopedia of Monsters) were always great fun.
Nice big ad for the combined Gen Con 25 and Origins Game Fair in Milwaukee.
Lawrence Schick is up with a quiz based on his new book Heroic Worlds, a History and Guide to Roleplaying Games. I wonder if he still has it the quiz?
Part 24 of Voyage of the Princess Ark is up from Bruce Heard. Done up in a very "Gazeteer style" type article with some maps, data and letters included with the story. Still makes me want to collect all of these for a longer retrospective.
Skip Williams and Sage Advice is next. Lots of Dark Sun questions.
Role of Computers covers the State of the Art for 1992. Let's see...at this point in time I was either using a Tandy 1000 Ex that I got from sister in a trade. I bought her a Brother Word Processor, OR I was using this knocked together 286 I bought on one of the first grants I ever got for research. Likely that one since I in 92 I took an extra year of my undergrad to get a minor in Computer Science and I was learning to write code in Pascal and C. There is a review for Wing Commander. My roomate, who was getting a CS degree had one of the new-fangled 386 computers and he played that game all the time. I didn't even remember that till I saw a screen shot in this magazine.
(note the mildew coming off of this magazine is about to kill me. I need a break!)
Ok. Back.
So we have a lot of ads and the Convention Calendar for early 92. Sadly I missed the Egyptian Campaign at SIU Carbondale even though I certainly walked by it at least a few times. Remember I was trying to get into grad school at this point.
The Forum is way in the back of the magazine this time, well compared to where it normally has been.
The Marvel Phile is up this time by Scott Davis and Steven E. Schend with a collection of superwomen.
Chris Perry has an oddly placed D&D-themed article (odd since it is near the end after the Marvel stuff) Defenders of the Hearth. This deals with Halflings and their priests. While the game content is specifically AD&D 2nd Edition there is a lot here, most really, that can be used for every other edition after that. In fact, I might just copy it for my kids to use.
Ad for a GDW game coming out in the Summer of the 92 that they are calling a "break through" I am guessing it was for "Blood and Thunder" but I could be wrong.
Rare bit of topless mermaid in the fiction section, even if it is still firmly PG.
More high-tech equipment for GURPS Space.
Dragonmirth is next, but not at the end of the magazine! Don't really recognize any of these anyway.
Small ads.
A few pages of minis in Through the Looking Glass. The rest are for larger, full page ads.
Two close to my heart. The Rules Cyclopedia, which is my interest these days and Ravenloft Guide to Vampires, one of my favorite Ravenloft books.
So not an issue I have read until today, so I have no memory to compare it too.
It is an interesting issue though all the same. It looks like the Dragons I read as a kid, but there is a different feel. Of course the difference is only in me really. Still though plenty of good advice and a testiment that somethings never change.
Tuesday, February 6, 2018
D&D Rules Cyclopedia in Print again
The D&D Rules Cyclopedia often called the best one-volume D&D book there is, is now "back" in print. Or at least Print on Demand.
This game covers the BECM of BECMI which is really what most people want anyway.
Really this book has everything.
For the longest time, I dismissed this book and felt stupid for that the second I read it. At the time though I was in grad school and money was tight. I have since picked up a couple of copies.
I would LOVE to run a game with this RAW (Rule As Written). I have even talked about it here many times.
Now we can get copies of this fantastic version of the game in one volume in either soft or hard covers. I'd get both if I had a current game of this going.
In any case, this is a great deal. Just have a look on eBay to see what these are going for used.
This game covers the BECM of BECMI which is really what most people want anyway.
Really this book has everything.
For the longest time, I dismissed this book and felt stupid for that the second I read it. At the time though I was in grad school and money was tight. I have since picked up a couple of copies.
I would LOVE to run a game with this RAW (Rule As Written). I have even talked about it here many times.
Now we can get copies of this fantastic version of the game in one volume in either soft or hard covers. I'd get both if I had a current game of this going.
In any case, this is a great deal. Just have a look on eBay to see what these are going for used.
Monday, February 5, 2018
Weekend Gaming: Descent!
Sumer of 1982 I was in Jr. High. My good friend Jon Cook was our regular DM only by dint he had been playing longer than my 2 and half years and he owned most of the hardcover books. He also owned a copy of D1-2 Descent into the Depth of the Earth. I remember flipping through it thinking how much fun it would be to run this adventure. In my mind, it really was what made Advanced D&D "advanced". That hex map was above and beyond anything I had seen up to that point. I told myself that once I knew more about the game I would run that adventure.
Well, this weekend some 36 years later I finally made good on that promise.
The Order of the Platinum Dragon rode a mine cart down, down, down to the underdark (before it was even named such) and began their quest to find the drow responsible for getting the giants to raid the human lands.
The first session went great with the Order making it to the first checkpoint. They tried to bluff their way through, but that only got them so far. They had to fight their way out of the checkpoint. They are now holed up in a side cave looking to heal.
I have a bunch of material from a variety of sources. Enough to keep us busy for a while.
My wife even had to comment on how much fun we all seemed to have! It really was worth all the weeks of prep andyears decades of thought. This is going to be great.
The boys are already plotting on how they can get the houses into a civil war to gain the advantage.
Well, this weekend some 36 years later I finally made good on that promise.
The Order of the Platinum Dragon rode a mine cart down, down, down to the underdark (before it was even named such) and began their quest to find the drow responsible for getting the giants to raid the human lands.
The first session went great with the Order making it to the first checkpoint. They tried to bluff their way through, but that only got them so far. They had to fight their way out of the checkpoint. They are now holed up in a side cave looking to heal.
(The Order, surrounded on all sides by Drow)
I have a bunch of material from a variety of sources. Enough to keep us busy for a while.
My wife even had to comment on how much fun we all seemed to have! It really was worth all the weeks of prep and
The boys are already plotting on how they can get the houses into a civil war to gain the advantage.
Thursday, February 1, 2018
This Old Dragon: Issue #92
We are nearing the end of the mythic year 1984 where we had been warned that Big Brother is Watching You. Fast forward 34 years people ask why no one is watching them on YouTube, Instagram, Snapchat and so on. On the big screen, Beverly Hills Cop is still bringing in cash. Wham! Madonna and Daryl Hall and John Oates rule the airwaves. It's December 1984 and this Issue #92 of This Old Dragon!
Oh I am in for a treat today. This is one of my favorite issues, wonder how it stacks up to my memory. For starters, we have another beautiful Denis Beauvais cover featuring a dragon attack. I always liked seeing dragons on the cover of Dragon. Seemed to make the issue special to me.
A quick peek at the contents tells me this is a cleric-themed issue, so I know I would have loved it back then.
Letters are still focused on falling damage. Well, at least one letter is. Back then I loved that stuff, I even wrote a program for my Casio programmable calculator to do it. Which of course led to discussions of is the gravity of my game world the same as Earth? Today I'll just roll a d6 per 10 feet and be done with it.
The Forum has some more thoughts from readers on Katharine Kerr's Issue #89 Forum discussion about evil PCs. I tried to play in a game once full of evil PCs. Didn't work. No one could trust anyone long enough to get things done.
Big ad for the "First D&D Fantasy Novel" Dragonlance's Dragons of Autumn Twilight. We are getting to the so-called "Hickman Revolution" in D&D. 1985, as I have mentioned here many times, was a transitional year for the game and TSR. We only see the hints here, ones that only reveal themselves in retrospect. Then? I had no clue! I Was thrilled to be gaming every weekend.
Our first real article is by none other than the man himself. Gary Gygax's From the Sorcerer's Scroll feature gives us Clerics Live by Other Rules. Today this advice is given, but back then it was as close to heresy (pardon the poor choice of words) if it had not been from Gygax himself. To summarize Clerics should get spells and use weapons unique to their faith. We would later see this in 2nd Ed AD&D with the Priest of specific mythoi and in later editions with domain spells. But what Gygax is saying here goes beyond the dozen or score spells that are different.
Paul Vernon is up with First, spread the faith which is all about clerics remembering what their purpose really is; they are on a mission from their gods (to quote the high clerics Jake and Elwood Blues).
Bruce Barber takes this one step further in his The more, the merrier: How clerics can find new followers. Or cleric conversion rules. I remember getting a Xerox copy of this and stapling it to my cleric's character sheet. The problem I ran into is that there were never enough NPCs that were not trying to kill us to convert. Still it is a nice long article and has some good clerical advice that can still be used in any game today.
Kim Eastland and Dan Sample have some text and pictures from the 1984 Gen Con miniatures open. I never read these in detail, my money never went to minis back then, but I loved the little Jabberwock at the end and always wanted one.
Speaking of minis, next page over is TSR coming attractions featuring a set of metal minis for the Indiana Jones game. I don't remember if they ever got made, but those would be a prize today.
Ahh. One of my faves is up. The Suel Pantheon from Len Lakofka. In this, the last of the series, we get Lydia, Bralm, and Jascar. One day I want to collect all of these (issues 86 to 90 and 92) and look at them as a single work. These gods and their write-ups were a nice working model of what Gygax was saying above about how clerics need to be different.
Let the horse buyer beware is an article on how to buy horses from Robert Harrison who is obviously pulling on a lot of real-world knowledge he has. While I don't find this article particularly useful to me I do admire the work that went into it.
The Ecology articles are back from Ed Greenwood. This time taking on Ettins in 'Duh Cology of...Duh Ettin! Again, given to us in-universe, even though that universe will not be available for another 2 years. I think this is the first time I began to think of Ettins as two-headed orcs rather than two-headed hill giants.
Ed is back for more in Pages from the Mages III, another favorite feature of mine. In particular, I remember going on a quest to recover Aubayreer's Workbook having only the glyph as a clue. I don't remember all the details save that the quest was dangerous and the spells in the book were a bit anti-climatic given the quest. Not that the spells are bad (hardly!) it is the quest was that hard.
This is also, at least from what I can tell, our very first mention of The Simbul, "the shapeshifting Mage-Queen". I guess she is looking for a copy of this book too! I think I see a plot hook for my next Realms game (and playing on the events in The Simbul's gift). MAYBE that quest was only half of the tale! Maybe the other half was really to get this book to The Simbul. I am only 30+ years late. Thank you Ed! Of course, that is only one of FOUR magic books. The others also have great history and potential for adventures.
Oh I am in for a treat today. This is one of my favorite issues, wonder how it stacks up to my memory. For starters, we have another beautiful Denis Beauvais cover featuring a dragon attack. I always liked seeing dragons on the cover of Dragon. Seemed to make the issue special to me.
A quick peek at the contents tells me this is a cleric-themed issue, so I know I would have loved it back then.
Letters are still focused on falling damage. Well, at least one letter is. Back then I loved that stuff, I even wrote a program for my Casio programmable calculator to do it. Which of course led to discussions of is the gravity of my game world the same as Earth? Today I'll just roll a d6 per 10 feet and be done with it.
The Forum has some more thoughts from readers on Katharine Kerr's Issue #89 Forum discussion about evil PCs. I tried to play in a game once full of evil PCs. Didn't work. No one could trust anyone long enough to get things done.
Big ad for the "First D&D Fantasy Novel" Dragonlance's Dragons of Autumn Twilight. We are getting to the so-called "Hickman Revolution" in D&D. 1985, as I have mentioned here many times, was a transitional year for the game and TSR. We only see the hints here, ones that only reveal themselves in retrospect. Then? I had no clue! I Was thrilled to be gaming every weekend.
Our first real article is by none other than the man himself. Gary Gygax's From the Sorcerer's Scroll feature gives us Clerics Live by Other Rules. Today this advice is given, but back then it was as close to heresy (pardon the poor choice of words) if it had not been from Gygax himself. To summarize Clerics should get spells and use weapons unique to their faith. We would later see this in 2nd Ed AD&D with the Priest of specific mythoi and in later editions with domain spells. But what Gygax is saying here goes beyond the dozen or score spells that are different.
Paul Vernon is up with First, spread the faith which is all about clerics remembering what their purpose really is; they are on a mission from their gods (to quote the high clerics Jake and Elwood Blues).
Bruce Barber takes this one step further in his The more, the merrier: How clerics can find new followers. Or cleric conversion rules. I remember getting a Xerox copy of this and stapling it to my cleric's character sheet. The problem I ran into is that there were never enough NPCs that were not trying to kill us to convert. Still it is a nice long article and has some good clerical advice that can still be used in any game today.
Kim Eastland and Dan Sample have some text and pictures from the 1984 Gen Con miniatures open. I never read these in detail, my money never went to minis back then, but I loved the little Jabberwock at the end and always wanted one.
Speaking of minis, next page over is TSR coming attractions featuring a set of metal minis for the Indiana Jones game. I don't remember if they ever got made, but those would be a prize today.
Ahh. One of my faves is up. The Suel Pantheon from Len Lakofka. In this, the last of the series, we get Lydia, Bralm, and Jascar. One day I want to collect all of these (issues 86 to 90 and 92) and look at them as a single work. These gods and their write-ups were a nice working model of what Gygax was saying above about how clerics need to be different.
Let the horse buyer beware is an article on how to buy horses from Robert Harrison who is obviously pulling on a lot of real-world knowledge he has. While I don't find this article particularly useful to me I do admire the work that went into it.
The Ecology articles are back from Ed Greenwood. This time taking on Ettins in 'Duh Cology of...Duh Ettin! Again, given to us in-universe, even though that universe will not be available for another 2 years. I think this is the first time I began to think of Ettins as two-headed orcs rather than two-headed hill giants.
Ed is back for more in Pages from the Mages III, another favorite feature of mine. In particular, I remember going on a quest to recover Aubayreer's Workbook having only the glyph as a clue. I don't remember all the details save that the quest was dangerous and the spells in the book were a bit anti-climatic given the quest. Not that the spells are bad (hardly!) it is the quest was that hard.
This is also, at least from what I can tell, our very first mention of The Simbul, "the shapeshifting Mage-Queen". I guess she is looking for a copy of this book too! I think I see a plot hook for my next Realms game (and playing on the events in The Simbul's gift). MAYBE that quest was only half of the tale! Maybe the other half was really to get this book to The Simbul. I am only 30+ years late. Thank you Ed! Of course, that is only one of FOUR magic books. The others also have great history and potential for adventures.
But Ed would later piss me off because I had written a Moonbow spell myself. Only mine was clerical and it was a spell given by Artemis/Diana to her clerics. My DM at the time told me it was too powerful at 5th level and here comes Ed with a similar spell, similarly named and his was only 4th level!
Book Reviews are up next.
One of the books reviewed is the famous "Name of the Rose" by Umberto Eco. Eco is required reading for anyone playing the WitchCraft RPG from Eden studios. Name of the Rose needs to be required reading for anyone playing a cleric AND anyone who thinks playing a cleric is lame.
Our centerpiece is an adventure that I have ran on a couple of occasions. First it is for the D&D game (not AD&D). Jon Mattson's The Sword of Justice. It's nice little low-level adventure that can be snuck in between dungeons or other adventures. It is a nice mystery involving a missing sword, a mysterious elf (remember when elves were mysterious!) and a village full of scared but well meaning folk. A tiny bit of tweaking here and there and it could be run under any edition of the game. Yeah, even 4th (I thought about that version in particular. If I can convert it to 4th I can convert it to anything).
Big ad for the TSR 10th Anniversary game pack with four pages of game shops you can buy it from. I checked the local listings and sadly only one or two reamin. I am also kicking myself for not getting this. Well...never had the chance really.
Let's see...
A review for the TOON game is up. I liked the idea of this game, but never got a chance to play it.
Some advice for characters in DragonQuest, Going up and getting wet: How DRAGONQUEST natives climb and swim by Paul Montgomery Crabaugh. DQ is another game I want to try someday.
The short fiction is The Multidimensional Caper by Mark Acres. It is an interesting story and a good example of mixing D&D with Gangbusters.
The Ares section is up.
The Six Million Dollar Mutant covers cyborgs in Gamma World.
Jeff Grubb's Marvel Phile gives us some Heralds of Galactus. I remember reading this one because I never understood the fascination with the Silver Surfer. I got it, I think, a little more after this.
Ed going for three gives us (along with Penny Petticord) some answers to Star Questions on Star Frontiers.
Small ads and classifieds.
Con Calendar.
Ad from The Armory which looks exactly like the stand I bought some paint from over the weekend.
Wormy. Dragonmirth. SnarfQuest, where we are introduced to the Gagglezoomer for the first time.
Really a fun issue with a lot going on. Plus it has a lot of material that I can still use today in my D&D 5e games.
Want to see what I was saying about White Dwarf at the same time? Check out White Dwarf Wednesday #60.
Book Reviews are up next.
One of the books reviewed is the famous "Name of the Rose" by Umberto Eco. Eco is required reading for anyone playing the WitchCraft RPG from Eden studios. Name of the Rose needs to be required reading for anyone playing a cleric AND anyone who thinks playing a cleric is lame.
Our centerpiece is an adventure that I have ran on a couple of occasions. First it is for the D&D game (not AD&D). Jon Mattson's The Sword of Justice. It's nice little low-level adventure that can be snuck in between dungeons or other adventures. It is a nice mystery involving a missing sword, a mysterious elf (remember when elves were mysterious!) and a village full of scared but well meaning folk. A tiny bit of tweaking here and there and it could be run under any edition of the game. Yeah, even 4th (I thought about that version in particular. If I can convert it to 4th I can convert it to anything).
Big ad for the TSR 10th Anniversary game pack with four pages of game shops you can buy it from. I checked the local listings and sadly only one or two reamin. I am also kicking myself for not getting this. Well...never had the chance really.
Let's see...
A review for the TOON game is up. I liked the idea of this game, but never got a chance to play it.
Some advice for characters in DragonQuest, Going up and getting wet: How DRAGONQUEST natives climb and swim by Paul Montgomery Crabaugh. DQ is another game I want to try someday.
The short fiction is The Multidimensional Caper by Mark Acres. It is an interesting story and a good example of mixing D&D with Gangbusters.
The Ares section is up.
The Six Million Dollar Mutant covers cyborgs in Gamma World.
Jeff Grubb's Marvel Phile gives us some Heralds of Galactus. I remember reading this one because I never understood the fascination with the Silver Surfer. I got it, I think, a little more after this.
Ed going for three gives us (along with Penny Petticord) some answers to Star Questions on Star Frontiers.
Small ads and classifieds.
Con Calendar.
Ad from The Armory which looks exactly like the stand I bought some paint from over the weekend.
Wormy. Dragonmirth. SnarfQuest, where we are introduced to the Gagglezoomer for the first time.
Really a fun issue with a lot going on. Plus it has a lot of material that I can still use today in my D&D 5e games.
Want to see what I was saying about White Dwarf at the same time? Check out White Dwarf Wednesday #60.
Wednesday, January 31, 2018
Witch & Witchcraft Reading Challenge: The Simbul's Gift
I am doing the Witch & Witchcraft Reading Challenge again this year, hosted by Melissa’s Eclectic Bookshelf. This year I also want to focus on the Forgotten Realms, so I am going to combine my reading as much as possible.
So the obvious place (to me) to start is a book about The Simbul, the Witch Queen of Aglarond. Is that what I got? Well...
I had been warned previously that this was not a great book, and it isn't, but it is nowhere near as bad as I was lead to believe. The author, Lynn Abbey, has a solid reputation in fantasy novels. Her work on the Thieves' World novels alone secures her place as one of fantasy's great authors.
So I guess I was suspecting more in this one.
We get a lot about the Simbul. She is somewhat vain (ok a lot) and capricious, but she also has plans. She wants to get her sometime paramour Elminster a gift. She scrys and sees the perfect gift, a horse named Zandilar's Dancer. Trouble is it belongs to a half-elf lad. Her machinations over the horse get her and the owner Ebroin into all sorts of trouble, even drawing the attention of the Red Wizards of Thay.
While I loved the background on the Simbul and like the information on Thay and the Red Wizards I felt this was really three stories crammed into one. Watching her interact with Ebroin, either as herself or in disguise, and watching her interact with a couple of Red Wizards made me realize that the Simbul has a lot of acquaintances, a lot of enemies, but no close friends. Even her people fear her more often than not. While she is not presented in the most favorable of lights here I could not help but really like her. I could see how she got where she was and how disconnected she must feel from everything and everyone except Elminster (who is not really in this book at all). I wonder if she actually loves him or feels she does since he is the only other person that could possibly relate to her. There is affection for her sisters, but even the seem aloof to her.
In the end of the tale the horse is all but forgotten and even the reasons for stealing him or not stealing him seem moot.
The Simbul is a like a storm. She comes, she goes, and she can leave destruction in her wake. Despite (or because of) that she is still a fascinating character and one I would love to read more about.
You can find Lynn Abbey on the web here: http://www.lynnabbey.com
2018 Witch & Witchcraft Reading Challenge
Books Read so far: 1
Level: Initiate
Witches in this book: The Simbul, aka Alassra Shentrantra Silverhand.
Are they Good Witches or Bad Witches:
Best RPG to Emulate it: This book screams AD&D 2nd Edition.
Use in WotWQ: Yes. The Simbul might end up being one of my central Witch Queens.
Forgotten Realms Date: 1368 DR
So the obvious place (to me) to start is a book about The Simbul, the Witch Queen of Aglarond. Is that what I got? Well...
I had been warned previously that this was not a great book, and it isn't, but it is nowhere near as bad as I was lead to believe. The author, Lynn Abbey, has a solid reputation in fantasy novels. Her work on the Thieves' World novels alone secures her place as one of fantasy's great authors.
So I guess I was suspecting more in this one.
We get a lot about the Simbul. She is somewhat vain (ok a lot) and capricious, but she also has plans. She wants to get her sometime paramour Elminster a gift. She scrys and sees the perfect gift, a horse named Zandilar's Dancer. Trouble is it belongs to a half-elf lad. Her machinations over the horse get her and the owner Ebroin into all sorts of trouble, even drawing the attention of the Red Wizards of Thay.
While I loved the background on the Simbul and like the information on Thay and the Red Wizards I felt this was really three stories crammed into one. Watching her interact with Ebroin, either as herself or in disguise, and watching her interact with a couple of Red Wizards made me realize that the Simbul has a lot of acquaintances, a lot of enemies, but no close friends. Even her people fear her more often than not. While she is not presented in the most favorable of lights here I could not help but really like her. I could see how she got where she was and how disconnected she must feel from everything and everyone except Elminster (who is not really in this book at all). I wonder if she actually loves him or feels she does since he is the only other person that could possibly relate to her. There is affection for her sisters, but even the seem aloof to her.
In the end of the tale the horse is all but forgotten and even the reasons for stealing him or not stealing him seem moot.
The Simbul is a like a storm. She comes, she goes, and she can leave destruction in her wake. Despite (or because of) that she is still a fascinating character and one I would love to read more about.
You can find Lynn Abbey on the web here: http://www.lynnabbey.com
2018 Witch & Witchcraft Reading Challenge
Books Read so far: 1
Level: Initiate
Witches in this book: The Simbul, aka Alassra Shentrantra Silverhand.
Are they Good Witches or Bad Witches:
Best RPG to Emulate it: This book screams AD&D 2nd Edition.
Use in WotWQ: Yes. The Simbul might end up being one of my central Witch Queens.
Forgotten Realms Date: 1368 DR
Tuesday, January 30, 2018
Wayward Sisters: I am the Fire
Supernatural is back with its midseason premiere, that is really a back-door pilot to the new Wayward Sisters spin-off.
Currently, the episode is one of the highest rated episodes of Supernatural in a long time and getting nearly universal critical praise. This bodes quite well for the series. Especially a series that will likely inherit the extremely loyal fan base that Supernatural has.
So here are my five wishes for the series.
1. Focus on the Family aspect. The characters have all been survivors of various monster attacks and have all stood up in their own ways to those attacks. Each one though lost something in those attacks. Jodie, Clare, and Alex all lost their entire families. Donna lost her innocence and naïveté. Patience lost a very promising future. So each one now looks to this group to help replace what they lost. In Supernatural Sam and Dean have each other, but that is really it. Everyone they have known over the years has died. Well. More or less. This group can be stronger because they all have each other.
2. Don't Forget the differences. Jodie and Donna are both Sheriffs. Clare and Alex both lost their families. It might be what they all have in common that brought them here, it will be their differences that keep the show going. We have seen Jodie be silly and funny. We have seen Donna be serious. So they can play against their "type". Patience as the newest character has the most room for growth.
3. Give us Something New. This show cannot be a distaff Supernatural. It needs its own identity and it's own voice. Jodie isn't going to pack everyone up in her SUV and drive across country. The stories have to be local and therefore more immediate and even intimate. Also. In the course of 13 years, the Winchesters have fought every type of monster there is. Every mythological beast, every horror movie standard, every urban legend. Wayward Sisters needs to give us new things. Sure I 100% expect to see ghosts, vampires, werewolves still AND I would miss them if they weren't there. But this is a chance (and there is even an in-universe justification) to give us more.
4. Don't Forget the Music. One of the things that was a huge feature of Supernatural was it's "soundtrack". Classic rock dominated the earliest days of the show. This ran sort of counter to other shows on the WB and then CW at the time which featured new music. Now the show has backed off of the music (disappointment), but that is the result of the producers knowing who their fans really are vs. who they thought they were. Also, and let's be honest, it is cheaper.
One of the things about the WB then was that shows featured all sorts of new music. Wayward Sisters needs to get back to that. The CW is dominated now by Superhero shows and those don't often lend themselves to new music (Black Lightning I hope will be an exception). Wayward Sisters can do this. The mid-season trailer/opening (above) is like a music video for the Halestorm song "I am the Fire". Embracing newer artists like Halestorm, and hopefully, more female artists will be a key factor in giving this show it's own identity and place in the CW lineup.
5. Remember What Made Supernatural Good. Supernatural today is not the same show it was 12 seasons ago or even 6 seasons ago. Somethings worked. Somethings didn't. But there are reasons it is still on the air. Wayward Sisters needs to tap into that as much as they can. Well minus the Sam and Dean part, which is a huge draw. The female audience (who make up a lot of Supernatural's fan base) admittedly like the show for the eye candy (read some of the fan postings on boards sometimes). Eye candy, while that can work here, is not going to have the staying power. So instead the producers need to be conscious of something this time that they only did on accident with Supernatural; attract and keep that female audience. They are going to have to tap into what made Wonder Woman such a success. Strong female characters who are not victims (anymore) and can do the job they need to do. Or to quote the Halestorm song I am the Fire, "I am the one I've been waiting for."
Hopefully we will she this picked up (I am sure it will be) and hope it is good.
Currently, the episode is one of the highest rated episodes of Supernatural in a long time and getting nearly universal critical praise. This bodes quite well for the series. Especially a series that will likely inherit the extremely loyal fan base that Supernatural has.
So here are my five wishes for the series.
1. Focus on the Family aspect. The characters have all been survivors of various monster attacks and have all stood up in their own ways to those attacks. Each one though lost something in those attacks. Jodie, Clare, and Alex all lost their entire families. Donna lost her innocence and naïveté. Patience lost a very promising future. So each one now looks to this group to help replace what they lost. In Supernatural Sam and Dean have each other, but that is really it. Everyone they have known over the years has died. Well. More or less. This group can be stronger because they all have each other.
2. Don't Forget the differences. Jodie and Donna are both Sheriffs. Clare and Alex both lost their families. It might be what they all have in common that brought them here, it will be their differences that keep the show going. We have seen Jodie be silly and funny. We have seen Donna be serious. So they can play against their "type". Patience as the newest character has the most room for growth.
3. Give us Something New. This show cannot be a distaff Supernatural. It needs its own identity and it's own voice. Jodie isn't going to pack everyone up in her SUV and drive across country. The stories have to be local and therefore more immediate and even intimate. Also. In the course of 13 years, the Winchesters have fought every type of monster there is. Every mythological beast, every horror movie standard, every urban legend. Wayward Sisters needs to give us new things. Sure I 100% expect to see ghosts, vampires, werewolves still AND I would miss them if they weren't there. But this is a chance (and there is even an in-universe justification) to give us more.
4. Don't Forget the Music. One of the things that was a huge feature of Supernatural was it's "soundtrack". Classic rock dominated the earliest days of the show. This ran sort of counter to other shows on the WB and then CW at the time which featured new music. Now the show has backed off of the music (disappointment), but that is the result of the producers knowing who their fans really are vs. who they thought they were. Also, and let's be honest, it is cheaper.
One of the things about the WB then was that shows featured all sorts of new music. Wayward Sisters needs to get back to that. The CW is dominated now by Superhero shows and those don't often lend themselves to new music (Black Lightning I hope will be an exception). Wayward Sisters can do this. The mid-season trailer/opening (above) is like a music video for the Halestorm song "I am the Fire". Embracing newer artists like Halestorm, and hopefully, more female artists will be a key factor in giving this show it's own identity and place in the CW lineup.
5. Remember What Made Supernatural Good. Supernatural today is not the same show it was 12 seasons ago or even 6 seasons ago. Somethings worked. Somethings didn't. But there are reasons it is still on the air. Wayward Sisters needs to tap into that as much as they can. Well minus the Sam and Dean part, which is a huge draw. The female audience (who make up a lot of Supernatural's fan base) admittedly like the show for the eye candy (read some of the fan postings on boards sometimes). Eye candy, while that can work here, is not going to have the staying power. So instead the producers need to be conscious of something this time that they only did on accident with Supernatural; attract and keep that female audience. They are going to have to tap into what made Wonder Woman such a success. Strong female characters who are not victims (anymore) and can do the job they need to do. Or to quote the Halestorm song I am the Fire, "I am the one I've been waiting for."
Hopefully we will she this picked up (I am sure it will be) and hope it is good.
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